• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
I think it's fine as long as you make it required to have the DLC. The best way I can think of is to actually not make the portrait stuff blue, but to make a blue filter and tie it to a racial trait so that as long as they have the trait their portrait has the blue tinge. Then maybe have an event that triggers only if you have the DLC in question to add that trait to that race.

Only issues I can think of is that the filter might not look as good, and that I'm not sure if the DLC condition works for graphics dlcs

Yeah I have the portraits finished now and I'm quite pleased with the results.

I was just wondering now if it would be allowed to use edited dlc graphics/portraits in your mod while not actually providing the dlc sprites. Just "heavily" modified ones that are no longer useful for people to use as "dlc content" without owning the dlc. :p
 
So I'm making a mod that requires filling in characters alive prior to CKII's timeline -- but it would be a lot easier if I didn't have to go through and shift everyone's character ID numbers. Before I start to do so -- which I would really prefer not to have to do -- does the game engine allow character ID's to be out of chronological order? In other words, if character 104 was born in 1066, but character 105 was born in 476 -- does that really matter? As long as birth and death dates and parental relationships makes sense, the game should treat everything as being kosher, right?
 
So I'm making a mod that requires filling in characters alive prior to CKII's timeline -- but it would be a lot easier if I didn't have to go through and shift everyone's character ID numbers. Before I start to do so -- which I would really prefer not to have to do -- does the game engine allow character ID's to be out of chronological order? In other words, if character 104 was born in 1066, but character 105 was born in 476 -- does that really matter? As long as birth and death dates and parental relationships makes sense, the game should treat everything as being kosher, right?

id numbers do not have to be in order. They're kinda like event id's - as long as each one is unique you're good.
 
  • 1
Reactions:
Actually, as a follow-up: is it possible for the game engine to spawn characters after their death? There's a certain figure alive in the early 7th century that I'm having a hard time trying to tip-toe around....
 
@Meneth is there a maximum upper bounds on a stored variable? We are talking about having a variable that could potentially need to store values in the hundreds of thousands if not higher over the course of a total game duration. Is there an absolute value? Or will a variable rollover and become negative? Is there any failover code in place?
 
  • 1
Reactions:
@Meneth is there a maximum upper bounds on a stored variable? We are talking about having a variable that could potentially need to store values in the hundreds of thousands if not higher over the course of a total game duration. Is there an absolute value? Or will a variable rollover and become negative? Is there any failover code in place?
Variables are fixed points, and are stored internally as ints.
Since their resolution is down to 1/1000, this means that their max value is 2^31 / 1000.
Or about 2.1 million.

Chances are it'll go from +2.1m to -2.1m if you end up out of bounds. Sanity checks for core datatypes are expensive, so they're not done by default.
 
Two quick questions:

1) Is the wiki correct in saying that any_independent_rulers don't include revolts? If so, what's the best way to scope to all characters with a title (without using any_character?)

2) How do you make a character portrait appear in an event option?

1) I think it comes from pacth 2.3 changelog:
Fixed bug where the any_independent_ruler and random_independent_ruler could target revolts.

2) It seems to happen when a command targets a character.
 
As far as I can tell it is bound to the title capital. The idea being that you need to be able to raise troops from it. If you have it bound to a province, then it may actually be a bad thing if the province holder decides to revolt, because now you have an unsiegable holding, that can spawn troops when he is fighting you elsewhere. So there is no way that you can balance having the palace not bound to you capital. Perhaps think about instead being the parts of your household that can be picked up and moved, the people, the maps, the experience and the equipment. Might make it make more sense.
 
What do I have to change to get the AI from constantly requesting betrothal interactions the second one of my kids becomes the right age?

You could set BETROTHAL_MIN_AGE to 16 in the defines, but that would keep the AI from making any betrothals whatsoever.
 
@Meneth sorry to keep asking for elaboration, what is the functional different between the *_unit and the *_army scopes? Further is there anyway to scope to all legitimate army owners without doing the any_character scope?
 
@Meneth sorry to keep asking for elaboration, what is the functional different between the *_unit and the *_army scopes? Further is there anyway to scope to all legitimate army owners without doing the any_character scope?
Don't know, sorry.
 
  • 1
Reactions:
any_unit seems to include fleets while any_army doesn't.
Thanks I had previously thought any_unit scoped to sub_units but your recent posts on the damage effect encouraged me to reconsider :-D